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MeteorVIIx

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A member registered Oct 14, 2023 · View creator page →

Creator of

Recent community posts

haha thank youuu <3

Thank you very much. <3

haha thank you for play too much :D

hahaha enjoy

i love you comment.

I'm not sure if it's the same skip mask animation, but I have it set up in the settings.
- Turn on: "Skip mask animate" for skip.
But I'm not sure if it's the same thing you're trying to say hahaha

Thank you for your helpful comments.

Thank you <3
You're right, the balance isn't good enough yet.

nice pretty cool

nice game

5555 ขอบคุณมากๆเลยครับ จริงๆไปถึงแสนได้ครับ

Play now: https://meteorviix.itch.io/mask-idle-venture-fix-balance
Upload version 1.1.0 - 2026/02/06
- New! Inn system
- New! Compendium system
- New! Skill Tree system
- New! Perk system
- New! Boss Fight system
- New! Stampede Fight system
- New! Character system
- New! Boss Artifact system
- New! Double Attacks stats
- New! AoE stats
- Added grave when player dies
- Added keyboard shortcuts for each action
- Added runs completed counter and total distance accumulated
- Game balance ajustments

Play now: https://meteorviix.itch.io/mask-idle-venture-fix-balance
Upload version 1.1.0 - 2026/02/06
- New! Inn system
- New! Compendium system
- New! Skill Tree system
- New! Perk system
- New! Boss Fight system
- New! Stampede Fight system
- New! Character system
- New! Boss Artifact system
- New! Double Attacks stats
- New! AoE stats
- Added grave when player dies
- Added keyboard shortcuts for each action
- Added runs completed counter and total distance accumulated
- Game balance adjustments

oh thank you for feedback, i will check and fix it

Thank you <3

Thank you :D

Thank you for the “tasty” comment! 😄
Regarding the limitation, I agree some assets definitely use more than two colors and go beyond the constraint. That part probably deserves a point deduction, since I focused too much on the flow theme.
Still, I’m really glad you enjoyed the game!

GAME OVER > TRY AGAIN

The background parallax has an issue that I haven’t been able to fix for the last two patches, and I’ll keep trying to resolve it 😂

As for being prompted with two of the exact same items, I’ll look into it.
Thanks a lot for reporting this, it’s a very helpful bug report!

somebody reach 72.3K .

thank you

Thanks for the honest feedback, i really appreciate it.

I’m planning to adjust the balance and reduce the RNG, just like you mentioned, and I’ll also work on making the game feel even more juicy overall.

Oh, that’s interesting. I’m actually planning to add a Passive Prestige system, similar to Vampire Survivors. After each run, players would earn a certain amount of Gold that can be used to unlock upgrades, making future runs progressively easier.

Thanks!

I made this game using Phaser.js (normally I use Godot).
This project was a personal challenge to try a new game engine and also to explore my curiosity about how far AI can help in game development. This game is basically the result of that experiment.

I used an AI called Cursor to write almost 100% of the code (with a bit of manual tweaking).
Since I’m originally a JavaScript web developer, working with Phaser.js and JavaScript felt quite natural and not too difficult.

As for the assets, I created a few myself, such as the game logo and the character.
The backgrounds and some other visuals are assets I had already purchased, so I could use them right away.
For music and sound effects, I reused assets from my personal library from previous game jams.

All of this saved a huge amount of time—having assets ready alone dramatically reduced the overall development time.

In short, the key factors that allowed me to make the game so quickly were:

  1. Using AI to handle almost all of the coding

  2. Reusing existing assets

These two things gave me much more time to focus on the game’s theme and core systems.

Yes, I rebalanced it, but not enough. The logic I used was to double very 3K distance the difficulty, so entering the 30K range, it immediately becomes about twice as hard.

Thank you, your comment made me smile.
yeah now i update version 1.0.3 on this: https://meteorviix.itch.io/mask-idle-venture-fix-balance
have changelog in-game for expand what update

Thank you, you game too <3

Thank you, for pretty comment :D

If the game is too hard and doesn't flow well.
you can try this version: https://meteorviix.itch.io/mask-idle-venture-fix-balance

VERY EASY & VERY FLOW

(1 edit)

If you think this "very hard".
Try this version instead: 
https://meteorviix.itch.io/mask-idle-venture-fix-balance

Quick fixes and changes in this version:

1.Increased starting HP from 50 → 80

2.Fixed a bug with selected card values (the issue was actually incorrect logic in the code)
2.1.Reworked the assumptions/calculations based on the reference image

3.Added a new feature: Card Stacks
3.1.When you collect 5 stacks, you gain +1 extra card

4.Adjusted game balance to make the 3000–6000 distance range slightly harder than 0–3000

5.Fixed enemy scaling at higher distances
5.1.Enemy size growth reduced from 0.5 → 0.2

5.2.(enemies grow less as distance increases)

6.Reworked the EXP requirement formula
6.1.EXP required increases by 1.2× per level
6.2.Every 10 levels, required EXP is reduced by 40%

7.Add Skip button (X2 / X4 / X8)


Rebalance Part 2

1.Reworked Critical Chance Card values to 5 / 10 / 20 / 30 (previously 1 / 2 / 3.5 / 5)

2.Reworked Critical Damage Card values to 1 / 2 / 4 / 8 (previously 0.2 / 0.4 / 0.7 / 1)

3.Increased player default Critical Damage to x2.0 (previously x1.5)

4.Reworked Max HP Card values to 20 / 40 / 70 / 120 (previously 10 / 20 / 35 / 50)

5.Reworked HP Regen Card values to 2 / 4 / 8 / 15 (previously 1 / 2 / 3.5 / 5)

6.Reworked Movement Speed (MSPD) Card values to 20 / 40 / 75 / 125 (previously 5 / 10 / 18 / 25)

7.Reworked ATK Card values to 1 / 3 / 6 / 10 (previously 1 / 1.5 / 2.2 / 3)

8.Reworked Attack Speed (ASPD) Card values to 0.2 / 0.4 / 0.7 / 1.0 (previously 0.1 / 0.2 / 0.35 / 0.5)

9.Every 3000 distance, the character automatically gains +10 MSPD

10.Reduced Bonus Stack Card requirement from 5 → 4

Sorry for the misunderstanding.

The game is intended to evolve into an idle + horde survival experience eventually.
However, this version is a proof of concept made within a very limited 48-hour game jam, so many idle-related systems had to be cut, such as Shop, Gold, Passive Prestige, Automation, and Exponential Scaling.

Because of that, the current first version leans much more toward survival-focused gameplay.

I apologize if this was disappointing, and I’ll definitely work on making the idle aspect much clearer in future updates. 🙏

Totally agree with you. thank you for comment i will do it better later

You’re amazing! You’re actually the first player to reach 15.2K. Even I, as the developer, have only made it to 5.2K so far 😂

Oh, that sounds really good.
I also feel that the game is still a bit lacking in systems right now.
I’ll definitely take your feedback and work on turning those ideas into reality.

Thank you for the suggestions and feedback.
I’ll work on improving the game and will update it as soon as the game jam is over. <3

Thank you so much for playing and for the honest feedback! 🙏
You’re absolutely right about perks and item rarity — that’s something I’m actively thinking about improving. I want higher rarity items to feel more meaningful and distinct, not just different colors.

The difficulty is intentionally a bit harsh for now 😈, but I’m really glad to hear you enjoyed that challenge. I’ll keep refining the balance and adding deeper progression (like perks) as development continues.

Thanks again for the support — it really means a lot! 🖤🎭

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